iccv iccv2013 iccv2013-228 knowledge-graph by maker-knowledge-mining

228 iccv-2013-Large-Scale Multi-resolution Surface Reconstruction from RGB-D Sequences


Source: pdf

Author: Frank Steinbrücker, Christian Kerl, Daniel Cremers

Abstract: We propose a method to generate highly detailed, textured 3D models of large environments from RGB-D sequences. Our system runs in real-time on a standard desktop PC with a state-of-the-art graphics card. To reduce the memory consumption, we fuse the acquired depth maps and colors in a multi-scale octree representation of a signed distance function. To estimate the camera poses, we construct a pose graph and use dense image alignment to determine the relative pose between pairs of frames. We add edges between nodes when we detect loop-closures and optimize the pose graph to correct for long-term drift. Our implementation is highly parallelized on graphics hardware to achieve real-time performance. More specifically, we can reconstruct, store, and continuously update a colored 3D model of an entire corridor of nine rooms at high levels of detail in real-time on a single GPU with 2.5GB.

Reference: text


Summary: the most important sentenses genereted by tfidf model

sentIndex sentText sentNum sentScore

1 Our system runs in real-time on a standard desktop PC with a state-of-the-art graphics card. [sent-4, score-0.092]

2 To reduce the memory consumption, we fuse the acquired depth maps and colors in a multi-scale octree representation of a signed distance function. [sent-5, score-0.876]

3 To estimate the camera poses, we construct a pose graph and use dense image alignment to determine the relative pose between pairs of frames. [sent-6, score-0.433]

4 We add edges between nodes when we detect loop-closures and optimize the pose graph to correct for long-term drift. [sent-7, score-0.113]

5 Our implementation is highly parallelized on graphics hardware to achieve real-time performance. [sent-8, score-0.138]

6 More specifically, we can reconstruct, store, and continuously update a colored 3D model of an entire corridor of nine rooms at high levels of detail in real-time on a single GPU with 2. [sent-9, score-0.265]

7 Introduction Reconstructing the geometry and texture of the world from a sequence of images is among the fascinating challenges in computer vision. [sent-12, score-0.201]

8 Going beyond the classical problem known as Simultaneous Localization and Mapping (SLAM) or Structure-from-Motion (SFM), we want to estimate the camera poses, the scene geometry and the scenetexture. [sent-13, score-0.254]

9 While impressive progress in this domain has been achieved over the last decade [2, 1, 9, 5], many of these approaches are based on visual keypoints that are reconstructed in 3D, which typically leads to sparse reconstructions in form of 3D point clouds. [sent-14, score-0.301]

10 More recent methods based on depth images such as KinectFusion [12] aim at dense reconstruction using 3D voxel grids, which however requires a multiple in terms of memory and computational complexity. [sent-15, score-0.765]

11 contract Input ImageReconstructed model Reconstructed viewOctre Structure Figure 1: Reconstruction of an office floor consisting of 9 rooms over an area of 45m× 12m× 3. [sent-17, score-0.337]

12 rolling reconstruction volumes [14, 19] or octree data structures [7, 21]. [sent-19, score-0.501]

13 However, in contrast to our approach, all of the above works are either not real-time [7], lack texture estimation [21], or do not support revisiting already tesselated volumes [14, 20]. [sent-20, score-0.206]

14 Our approach integrates all of these features in a single system running at more than 15 Hz. [sent-21, score-0.039]

15 To estimate the camera poses, classical structure-frommotion approaches match visual features across multiple images and optimize the camera poses to minimize the reprojection errors. [sent-22, score-0.477]

16 In contrast, recently upcoming dense methods aim at aligning the full image by minimizing the photometric error over all pixels [3, 13, 15, 18], thereby exploiting the available image information better than featurebased methods. [sent-23, score-0.283]

17 It is important to note that approaches that track the camera pose with respect to the reconstructed model (such as all existing KinectFusion-based methods [12, 21, 20]) are inherently prone to drift. [sent-24, score-0.383]

18 In contrast, we integrate dense image alignment in a SLAM framework to effectively reduce drift while keeping the advantages of dense image registration. [sent-25, score-0.393]

19 a fast, sparse, multi-resolution tree structure for geometry and texture reconstruction of large-scale scenes, 2. [sent-27, score-0.256]

20 a SLAM system based on a dense image alignment to estimate a drift-free camera trajectory, with superior performance to several state-of-the-art methods. [sent-28, score-0.285]

21 An example of a reconstructed model of a large office floor is given in Figure 1: As it can be seen, the resulting model is globally consistent and contains fine details, while it still fits completely in the limited memory of a state-ofthe-art GPU. [sent-29, score-0.512]

22 This paper is organized as follows: In Section 2, we describe how we achieve memory-efficient surface reconstruction using octrees on the GPU. [sent-30, score-0.468]

23 In Section 3, we present how we extend dense tracking to compensate for drift by the detection of loop closures. [sent-31, score-0.181]

24 Multi-Resolution Surface Reconstruction In this section, we describe our approach to memory- efficient surface reconstruction. [sent-34, score-0.259]

25 First, we provide a brief introduction to implicit surface representations based on signed distance functions. [sent-35, score-0.695]

26 Subsequently, we replace the regular grid by an adaptive octree and a narrow-band technique to significantly reduce the memory consumption. [sent-36, score-0.358]

27 Signed Distance Volume Following the works of [4, 12], we store our surface implicitly as a signed distance function in a 3D volume. [sent-39, score-0.769]

28 The volume is approximated by a finite number of voxels. [sent-40, score-0.094]

29 At every point in the volume the function indicates how far away the closest surface is. [sent-41, score-0.353]

30 Points in front of an object have a negative sign and points inside a positive one. [sent-42, score-0.063]

31 The zero crossing indicates the location of the surface. [sent-43, score-0.054]

32 When considering a geometry that is updated and changed over time, the signed distance representation has the benefit of being able to handle arbitrary changes in the surface topology, in constrast to e. [sent-44, score-0.85]

33 The signed distance function is incrementally constructed from a sequence of RGB-D images and associated camera poses. [sent-47, score-0.605]

34 Given an RGB-D image at time t with a color valued image Ict and depth map Zt, the camera pose Tt, and tvhaelu uiendtri inmsaicg camera parameters, we integrate it into the volume using the following procedure. [sent-48, score-0.695]

35 For every voxel in the volume, we compute its center point in the camera frame pc pc = Tt p. [sent-49, score-0.926]

36 (1) Afterwards, we determine the pixel location x of the voxel center pc in the depth map Zt using the projection function of the stanidnar thde pinhole camera model, i. [sent-50, score-0.928]

37 The measured point is reconstructed using the inverse projection function π−1 (x, Z) : pobs = π−1 (x, Zt (x)) . [sent-53, score-0.321]

38 (2) The value of the signed distance function at the voxel center is determind by ΔD = max{min{Φ, |pc | − |pobs | }, −Φ}. [sent-54, score-0.831]

39 (3) The choice of the truncation threshold Φ depends on the expected uncertainty and noise of the depth sensor. [sent-55, score-0.138]

40 The lower Φ is, the more fine scale structures and concavities of the surface can be reconstructed. [sent-56, score-0.389]

41 If Φ is too low however, objects might appear several times in the reconstruction due to sensor noise or pose estimation errors. [sent-57, score-0.274]

42 We chose it to be twice the voxel scale of the grid resolution for the experiments in this paper. [sent-58, score-0.433]

43 Furthermore, we compute a weight for the measurement ΔD using the weight function w(ΔD), that expresses our confidence in the distance observation according to our sensor model. [sent-59, score-0.339]

44 Figure 2 visualizes the truncated signed distance and the weight function used in our experiments. [sent-60, score-0.593]

45 The distance D(p, t) and the weight W(p, t) stored in the voxel are updated using the following equations: W(p, t) = w(ΔD) + W(p, t − 1), D(p,t) =D(p,t −w( 1Δ)WD)(p +,t W −(1p ), +t − Δ 1D)w(ΔD). [sent-61, score-0.554]

46 (4) (5) Similar to the distance update we compute the new voxel color C(p, t) as C(p,t) =C(p,t −w 1()ΔWD()p ,+tW − ( 1p) +,t I −tc 1(x))w(ΔD). [sent-62, score-0.437]

47 (6) We use a weighting function that assigns a weight of 1 to all pixels in front of the observed surface, and a linearly decreasing weight behind the surface (cf. [sent-63, score-0.464]


similar papers computed by tfidf model

tfidf for this paper:

wordName wordTfidf (topN-words)

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Abstract: Most conventional single image deblurring methods assume that the underlying scene is static and the blur is caused by only camera shake. In this paper, in contrast to this restrictive assumption, we address the deblurring problem of general dynamic scenes which contain multiple moving objects as well as camera shake. In case of dynamic scenes, moving objects and background have different blur motions, so the segmentation of the motion blur is required for deblurring each distinct blur motion accurately. Thus, we propose a novel energy model designed with the weighted sum of multiple blur data models, which estimates different motion blurs and their associated pixelwise weights, and resulting sharp image. In this framework, the local weights are determined adaptively and get high values when the corresponding data models have high data fidelity. And, the weight information is used for the segmentation of the motion blur. Non-local regularization of weights are also incorporated to produce more reliable segmentation results. A convex optimization-based method is used for the solution of the proposed energy model. Exper- imental results demonstrate that our method outperforms conventional approaches in deblurring both dynamic scenes and static scenes.

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